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PopCo Kindle Edition
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Twentysomething Alice Butler is a bit of an introvert, but it hasn’t stopped her from landing a job at the UK office of globally successful—if slightly sinister—toy company PopCo. There’s no dress code, but that doesn’t keep Alice’s coworkers from commenting on her “Bletchley Park look” outfits. Now the CEO wants the creatives on the staff to attend what the organization calls “Thought Camp” and invent an insidious product that will part as many teenage girls from their allowances as possible. Alice isn’t feeling so comfortable about her supposedly cool new job. But she has another problem to solve first.
She’s started to receive bizarre encrypted messages, and they may have something to do with her cryptanalyst grandfather; her long-disappeared father; a centuries-old manuscript; and the possibility of buried treasure. Alice is convinced the engraving on the necklace she’s been wearing since she was ten years old holds the key to it all. But the secrets she uncovers may take her by surprise, in this highly original novel that blends code, mathematics, marketing, mystery, and more, “a sort of Harriet-the-Spy-meets-Douglas-Coupland with a Treasure Island twist” (Daily Candy).
“How many novels can you think of that leave the reader with an intriguing puzzle to solve, plus a cake recipe, plus a crossword and a list of the first thousand prime numbers? Clever, likeable, frothy, zeitgeist-chasing.” —Time Out London
- LanguageEnglish
- PublisherMariner Books
- Publication dateOctober 3, 2005
- Reading age14 years and up
- Grade level9 - 12
- File size1698 KB
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Book Description
From Publishers Weekly
Copyright © Reed Business Information, a division of Reed Elsevier Inc. All rights reserved. --This text refers to an alternate kindle_edition edition.
Excerpt. © Reprinted by permission. All rights reserved.
For the first time in weeks I am wearing proper shoes, and I can actually hear my footsteps as I walk, a D Major scale playing on concrete. If you ever plan to hang around train stations in the middle of the night, you should always make sure you can hear your own footsteps, and, if you are at all musical, you should try to work out which notes you make as you walk, as it stops you from being lonely, not that I ever get lonely. Tonight I am wearing a long coat and a hat and I almost wish I was smoking an exotic cigarette in a holder because added to the coat, hat and suitcase, it would close the parentheses of this look, which I recognise from films and spy thrillers, but can't actually name, although I know people who could.
I know people who would make all sorts of assumptions about the clothes I am wearing. They would assume I had chosen a "look." They'd see my shirt and jumper and want to say, "School uniform look today, Alice?" but then they'd see my tartan skirt, tights and sensible shoes and eventually conclude that I'm in what has been called in the past my "Bletchley Park" look. Having named my "look," these people would assume that everything was a deliberate part of it, that all my clothes and everything I have with me, from my purse to my suitcase to my knickers, had been chosen for a reason; to identify me, to give me my own code or stamp. Even if I wore-as I have done in the past-a truly random selection of old or weird clothes, this would simply be labelled my "Jumble Sale" or "Homeless" look. I hate this so much. They know I hate it, which is one of the reasons they do it, some logic dictating that when you act annoyed at something people do, it becomes funnier the more they do it.
I work at a toy company called PopCo. Most people love working at PopCo. It's a young, cool company with no dress code, no rules and no set working hours, well, not for the Ideation and Design (ID) staff anyway. Our team, which used to be called Research and Design, but isn't any more, has its own little headquarters in a red-brick building in Battersea and people are just as likely to pull all-nighters making prototypes as they are to suddenly all decamp en masse to Prague for a week, trend-spotting and fact-finding. Ideas are everything, everywhere, everybody at PopCo. We live to attract ideas: we are always in season for them; we fan our tail feathers and dance to attract them; our doors are always open if they decide to finally come over, drunk, when we had given up hope of seeing them that night.
Almost everyone in PopCo Ideation and Design is very cool. They devote themselves to it in a way I find impossible. Perhaps it's because I am a division all on my own, a solitary brand- cluster. I am an island despite being connected to land, a new girl despite having been at the company almost two years, an outsider despite being firmly on the inside. Sometimes, despite being on the run from them and their cool, all that happens is that I find myself at the end or beginning of a circle/cycle when everyone else is in the middle of it. Next year they will be the ones wearing shirts with jumpers and skirts, and their hair in sensible plaits, you can be sure of it. Perhaps at that point I will look like a college kid from Tokyo, as they do now, or like a junked-up space-girl, as they may do the season after next. With the people at PopCo there is a dilemma. If you dress like them, you fit in. If you dress in an opposite way to them, or in things so ridiculous they could never consider wearing them, you are cool, daring and an individual-and therefore you fit in. My constant conundrum: how do you identify yourself as someone who doesn't fit in when everything you could possibly do demarcates you as someone who does? If we were all children, it would be easier to rebel. Then again, if we were children, maybe I would actually want to fit in.
After a reception tomorrow lunchtime, the PopCo Open World event (P.O.W./POW), which is taking place at the company's "Thought Camp" in Devon, will properly begin. PopCo is the third-largest toy company in the world, the first and second being Mattel and Hasbro. It has Corporate Headquarters in Japan and the US, and a smaller version here in the UK. Each country has its own separate ID section, but all the really crazy idea-generation (ideation) goes on at four main Thought Camps around the world, one each in Sweden, Iceland, Spain and the UK. We have all heard of this place in Devon but not many people have been there before. Since we usually have our annual POW somewhere really cool, we have all been wondering why, this year, we are basically going to a PopCo complex in the middle of nowhere. They usually throw money at these events; this year they must be spending next to nothing.
The words "toy company" usually make people think of fluffy things and wooden blocks; elves, perhaps, in an industrial-revolution version of Santa's Grotto, hammering and carving and running around with dolls, farmyard animals and jigsaw puzzles, placing them in sacks for delivery to clean children who sit in front of fires. In fact, these days, toys are more likely to involve fast-food promotions, film tie-ins, interactivity, "added-value," super-branding and, of course, focus groups observed through one-way mirrors. Wooden blocks, at least the ones made by most toy companies, are apparently now designed according to a mathematical formula that tells you how many of each letter to include in which ratios on how many blocks so that children need to own more than one set in order to make proper words. I don't know if this is true but I know the sort of equation that would make it possible. Apparently someone did once suggest we started applying these sorts of equations at PopCo but she was then sacked. I don't know if this is true either. Although it is less than a hundred years old, PopCo has more folklore than some small countries, as well as a bigger GDP. The other major toy companies are the same.
The folklore, like everything else, is part of the fun. Fun colonises everything when you work in a toy company. You may have heard of things like "Geek Cool" and "Ugly Beauty." Nothing is automatically uncool any more, which is another way of saying you can sell anything, if you know how. It isn't immediately clear to some people how this cynical, grown-up world of cool has found its way into the toy market. But those of us who work in the industry know that all marketing is ultimately aimed at children and teenagers. They're the ones with the disposable income and the desire to fit in. They spread crazes like they were nits, and make their parents buy things they don't need. Think of all the current buzzwords going around. A lot of people realise that they "come from" school playgrounds and that what your nine-year-old kid says to his mates this week will be what you and your grown-up colleagues will be saying at work next week. Although these things germinate in playgrounds, they often originate in marketing departments. Kids have an accelerated, intensified idea of "cool." They go through friends, phases, crazes like flowers blooming on speed-cam. You can hit them, successfully, with something like twenty thousand products before they are fifteen, at which point their tastes start to plateau and they buy less.
Toy companies don't necessarily make just toys any more-our most successful division is videogames, and our most financed research is in robotics-we simply make the things that kids want. We are in the business of the new and shiny, the biggest and the best, the glittery and magical, the fast and addictive. The toy industry has two big advantages over other industries. Our products are the easiest to sell, and our customers are the easiest to sell to. That doesn't mean that all products succeed, of course. But we can make things that explode or float or take you to fantasy lands, and, if we get it right, kids' eyes will grow big when they watch our advertisements.
Copyright © Scarlett Thomas 2004
All rights reserved. No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any information storage and retrieval system, without permission in writing from the publisher.
Requests for permission to make copies of any part of the work should be mailed to the following address: Permissions Department, Harcourt, Inc., 6277 Sea Harbor Drive, Orlando, Florida 32887-6777.
--This text refers to an alternate kindle_edition edition.
From the Back Cover
ARE YOU HAPPY?
Alice Butler has been receiving some very odd messages—all anonymous, all written in code.
Are they from someone at PopCo, the profit-hungry toy company that employs her? From her long-lost father? Or does someone else know her family secret?
Through codes, math, and the sense her grandparents gave her that she could change the world, Alice grows from recluse orphan to burgeoning vigilante, and may even uncover the meaning of the key inscribed on the necklace she has worn since she was ten. Scarlett Thomas is the author of Bright Young Things, Going Out, PopCo, and Our Tragic Universe.
Praise for PopCo
"Enough code-breaking tips, puzzles and graphs, charts, postscripts and appendixes to satisfy that other mathematician storyteller, Lewis Carroll." –The New York Times Book Review
"A sort of Harriet-the-Spy-meets-Douglas-Coupland with a Treasure Island twist." --Daily Candy
--This text refers to an alternate kindle_edition edition.
From Booklist
Copyright © American Library Association. All rights reserved --This text refers to an alternate kindle_edition edition.
Product details
- ASIN : B003PDMMUU
- Publisher : Mariner Books; First edition (October 3, 2005)
- Publication date : October 3, 2005
- Language : English
- File size : 1698 KB
- Text-to-Speech : Enabled
- Enhanced typesetting : Enabled
- X-Ray : Not Enabled
- Word Wise : Enabled
- Sticky notes : Not Enabled
- Print length : 515 pages
- Best Sellers Rank: #182,153 in Kindle Store (See Top 100 in Kindle Store)
- #733 in Suspense Action Fiction
- #1,073 in Women's Adventure Fiction (Books)
- #1,147 in Mystery Action Fiction (Kindle Store)
- Customer Reviews:
About the author

Scarlett Thomas was born in London in 1972. Her other novels include Bright Young Things, Going Out, PopCo and The End of Mr.Y, which was longlisted for the Orange Broadband Prize for Fiction 2007. She teaches creative writing at the University of Kent.
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Two storylines alternate throughout the novel, and eventually merge into a complex whole. As a child, Alice Butler was raised primarily by her grandparents, as her mother died when she was very young and her father took off to find a buried treasure. Alice's grandfather is a formidable cryptanalyst, cracking codes and ciphers and teaching Alice the essentials of prime numbers, poly-alphabetic ciphers, Vigenere enciphering, and other forms of codes and ciphers. The reader is exposed to some fundamental lessons that are thrilling and mind-boggling. The author infuses this in the story so naturally that it feels organically part of the storyline.
Alice's grandmother has been working on the Riemann Hypothesis for many years but has not solved it. Alice's upbringing has made her hyperaware of the layers of complexity that exist in her surroundings, and she is a lover of paradoxes. She is often alienated from her peers, and develops a tough shell due to the immaturity and abuse she endures from her classmates (as well as some teachers). I have never read a book that illuminates adolescent behaviors so well--such as taunting, striving for popularity, the desire to fit in. Not even Margaret Atwood, known for her stark portrayals of teenage predatory behaviors, has illustrated the harrowing anxieties, shame and adversity so baldly and authentically.
As an adult, Alice works for the corporate toy company, PopCo, the third largest toy company in the world. The story opens as Alice is on her way to a "thought camp" retreat. Her job is coming up with marketing strategies aimed at teenage girls. Her team is designated to design a new product, with specific potential to become a craze. Essentially, create a desire where none exists and persuade teenage girls that they have to have it. The ideation seminars at the thought camp instruct PopCo employees to create identity manias, a veritable fever that infects girls and coaxes them to covet a trend and crave a product.
In lesser hands, this could easily become an elongated slogan or a sententious rant. However, Thomas is a gifted writer with a blazing, generous spirit. She is out-of the box and brimming with provocative, piercing ideas that are fleshed out and powerful. This imaginative novel is unclassifiable and yet compelling. The author has a keen sense of adventure, keeping the reader in suspense. Alice's narrative voice has a vital, dynamic sensibility that is suffused with compassion and wisdom beyond her years. The prose is eloquent and her characters fully developed. Thomas is an enormous, brilliant think tank of a writer.
Although this is all very exciting at times the book drug as when Thomas goes into detail about homeopathic remedies and conversations between characters about how to retail a product. I couldn't really connect with Alice the way I did with Thomas's other protagonists in "Our Tragic Universe" and "The End of Mr. Y." The other characters of the book are not well fleshed-out and it's hard to tell the members of the "underground network" from the corporate drones. The ending is not a surprise you will see it coming from a mile off but overall still a good book just not one of Thomas's best.
Unlike some of the reviewers, I really didn't have a problem with the ending. For me, it was more satisfying than the endings for Our Tragic Universe and The End of Mr. Y. Overall, while I liked PopCo, I found the other two novels to be better. If you're new to this author, I'd recommend starting with The End of Mr. Y.
Here are my ratings for the three books I've read from her so far:
PopCo (3 and a 1/2 stars)
The End of Mr. Y (5 stars)
Our Tragic Universe (4 stars)
I'm looking forward to hunting down some of her earlier novels, because I do enjoy her style of writing.
Top reviews from other countries

The thing about books by Scarlett Thomas you have to be willing to learn as you read. Now if I wanted to learn a little about Cryptography and bought a book on the subject I probably wouldn't have got very far. Too over my head. With PopCo, I had a story to read about Alice and her life plus a bit on lots of other subjects, including Cryptography thrown in.
The beauty of reading a book like this on the Kindle is that you have various look up facilities to hand. This greatly added to the reading/learning experience. I do like a book where you learn things and even though I am not now claiming to have the superb knowledge and intellect of Alan Turing, I have enjoyed a good story and peeked into that world.
I thoroughly recommend this book. It isn't as good as The End of Mr Y but still deserves 5* (4.75 or 95%). However, I think you have to be prepared to hear/learn about Mathematics and its use in Cryptography. You could just skip these pages but if you do I think this will lead to a poorer reading experience.

She is a real find - like others, I picked up on the Murakami connections - and also, I think there is a real whiff of David Mitchell. She's a sophisticated story teller, and has clearly written a book around ideas and concepts which interest her (corporate culture and its brain-washing us into consumerdom, animal rights, veganism, third world exploitation, homoeopathy, mathematics and cryptanalysis) She juggles these diverse interests beautifully, and whilst I share some of them, I found her writing pulled me into fascination with those interests I had not been drawn by (the maths!)
I'm always grateful to writers who can make their passions understandable to the previously uninterested.
I loved the puzzles, she exercised my brain as well as telling an inventive and interesting story
Alice is a quirky, interesting young woman, and the funny, painful references to being a young girl on the verge of adolescence, the finding of identity and FITTING IN with one's peers were great - the backwards/forwards story of Alice now and Alice then worked magnificently.
Good luck all you NoCo cell members out there!

It's an easy book to get into and not an overly taxing read (not a criticism), but still touches on complex topics (coding, consumerism, etc).
The characters are likeable and have enough depth that you are invested in the story. Although I wasn't thrilled by the ending, I found myself wishing this were a series so that I could see how the story develops.
I have recommended this to a number of friends.

I'm really glad I did - it was excellent, just as gripping and interesting as "The End of Mr Y", but with a totally satisfactory ending. I also learnt something about codes - and she's brilliant at telling you things without either interfering with the pace or making you feel you're being lectured - and look forward to trying the vegan cake recipe when my vegan friend comes to dinner.
Now to try some more of the back catalogue while hoping she's well on with a new offering!

I'm not the tiniest bit mathematically minded so when I read some of the reviews mentioning the maths aspects of the book I might have been put off, but I ended up finding all that stuff pretty fascinating, as did I the cryptography/crytanalysis and all the references to WWII codebreaking and so on.
I love her writing style, and the book just flowed. One test of a good book for me is when you look forward to getting back to it after a break from reading, like when you look forward to the company of a good friend.